A. “Around the World” (flashcard game) - Large flashcards are great for this game.
You may make your own multiplication flash cards, or purchase your own. Multiplication flash cards may be from
numbers 1’s to 12’s. *You may also use other math operations: addition, subtraction, division.
1. Students sit in a circle, or may remain at desks.
2. Choose a starting person.
3. This student stands behind the next student in the circle, or at the desk.
4. The teacher holds up the flashcard in front of the two students.
5. The first student to say the correct answer, advances and stands behind the next person in the circle (or at desks).
6. If a “sitting student” says the correct answer first, then the “standing student” sits down in that chair.
7. Then the process continues.
8. The aim of the game is for the “standing student” to make it around the entire circle of students.
B. “Multiplication Relay” - This game is about building a multiplication problem for a student to solve like a relay. This is intended for 3 players. It may be modified for 2 players, or for 2 teams of 3 players to be played as a competition against each other. Paper and 3 pencils are needed; or a white board and 3 dry erase markers.
1. For 3 players: Player 1 writes a number at the top of the white board/paper; then passes the white board/paper
to Player 2.
2. Player 2, writes the “multiplication sign” (x) and then a number underneath the top number in the correct place
value. Then passes it to Player 3.
3. Player 3, then writes the “equal sign” () below the bottom number, and attempts to solve the problem.
4. The players may play against a minute-clock.
Example
Player 1 writes: 213
Player 2 writes: 213 x 33
Player 3 writes: 213 x 33 = 7,029
C. “Math War” - This game is played by two students with a full deck of cards using multiplication
(or any other math operation: addition, subtraction, division).
1. Student shuffles the deck and deals all the cards face down.
2. Each player flips over a card from his/her pile.
3. The first player to call out the correct answer, gets to collect the flipped over cards.
4. If the first player calls out an incorrect answer, then the second player has a chance to call out the correct answer.
If the second player calls out an incorrect answer, the first player has another chance to call out the correct answer,
and so on.
5. Players continue until all the cards have been flipped over.
6. The winner is the player with the most cards at the end.
Value Key for Deck of Cards Cards 2 - 9 = the number on the card represents the value. For example, the card with the number 4 on it represents the number 4; the card with a 5 on it represents the number 5; and so on. Cards K, Q, J = represent the number 10 Card A = represent the number 1 Joker card = represents the number 0
D. "Money Math" - Students may use math money to practice counting by 1s, 5s, 10s, or 20s and coins. May be played alone or with a partner.
1. Students may use money to practice counting 1s, 5s, 10s, or 20s.
2. Students may use money mat to practice counting the coin denominations (quarter, dime, nickel, and penny).
3. Students may practice counting a certain amount of money using different denominations.
Math Learning Center Activities
A. “Around the World” (flashcard game) - Large flashcards are great for this game.
You may make your own multiplication flash cards, or purchase your own. Multiplication flash cards may be from
numbers 1’s to 12’s. *You may also use other math operations: addition, subtraction, division.
1. Students sit in a circle, or may remain at desks.
2. Choose a starting person.
3. This student stands behind the next student in the circle, or at the desk.
4. The teacher holds up the flashcard in front of the two students.
5. The first student to say the correct answer, advances and stands behind the next person in the circle (or at desks).
6. If a “sitting student” says the correct answer first, then the “standing student” sits down in that chair.
7. Then the process continues.
8. The aim of the game is for the “standing student” to make it around the entire circle of students.
B. “Multiplication Relay” - This game is about building a multiplication problem for a student to solve like a relay. This is intended for 3 players. It may be modified for 2 players, or for 2 teams of 3 players to be played as a competition against each other. Paper and 3 pencils are needed; or a white board and 3 dry erase markers.
1. For 3 players: Player 1 writes a number at the top of the white board/paper; then passes the white board/paper
to Player 2.
2. Player 2, writes the “multiplication sign” (x) and then a number underneath the top number in the correct place
value. Then passes it to Player 3.
3. Player 3, then writes the “equal sign” () below the bottom number, and attempts to solve the problem.
4. The players may play against a minute-clock.
Example
Player 1 writes: 213
Player 2 writes: 213 x 33
Player 3 writes: 213 x 33 = 7,029
C. “Math War” - This game is played by two students with a full deck of cards using multiplication
(or any other math operation: addition, subtraction, division).
1. Student shuffles the deck and deals all the cards face down.
2. Each player flips over a card from his/her pile.
3. The first player to call out the correct answer, gets to collect the flipped over cards.
4. If the first player calls out an incorrect answer, then the second player has a chance to call out the correct answer.
If the second player calls out an incorrect answer, the first player has another chance to call out the correct answer,
and so on.
5. Players continue until all the cards have been flipped over.
6. The winner is the player with the most cards at the end.
Value Key for Deck of Cards
Cards 2 - 9 = the number on the card represents the value. For example, the card with the number 4 on it represents the number 4; the card with a 5 on it represents the number 5; and so on.
Cards K, Q, J = represent the number 10
Card A = represent the number 1
Joker card = represents the number 0
D. "Money Math" - Students may use math money to practice counting by 1s, 5s, 10s, or 20s and coins. May be played alone or with a partner.
1. Students may use money to practice counting 1s, 5s, 10s, or 20s.
2. Students may use money mat to practice counting the coin denominations (quarter, dime, nickel, and penny).
3. Students may practice counting a certain amount of money using different denominations.